Extreme Demon mega-collaboration level

 
It first ranked #1 on the Official Extreme and Insane Demon Records List (nowadays known as the Demonlist) after verification. Until Sakupen Hell was published, signaling the start of Bloodbath's decline in perceived difficulty, hardly any other level would geometry dash lite challenge this stance for almost a year. Following Catastrophe and preceding aftermath, it is the second installment in the community-designated trilogy of similarly-themed Extreme Demons. knobbelboy confirmed an extended remake, Bloodlust, and released 2.1.
 

Gameplay


Played 0–10% (weoweoteo): The level begins with the ship gameplay at the moment Catastrophic stopped (give or take a few seconds). The level fades fast to a darker black and red color scheme. Looking overhead, the player will see a visage like that of Weoweoteo's symbol. The half-speed portal leads fast to a double-speed cube section, then a triple-speed ship passage in which the music changes key from C minor to F minor. While gravity portals alternately change the ship's gravity to the beat, the triple-speed ship sequence consists of flashing colors and a straight one- and a-half block space to fly over. The following set is a triple-speed mini-ball with the same color scheme with items flashing in time. The ball passes onto a yellow pad and a half-speed portal at the conclusion of the series to enter the second ship sequence.
10–25% (Vermillion): Manoeuvre-flying is part of the triple-speed ship sequence. The weight changes quickly; the player will have to fly towards and against a ramp at the end to reach an open place with Vermillion's signature. The half-speed ball after the ship sequence calls for exact timing; every strike represents a note of the music. Every platform the ball falls on is connected to chains constructed of red bricks at the corners and black blocks with two lines in the center. Hexagons ornament the platforms and extra spikes make the part much more difficult. Without a pause to let the player adjust the reverse direction, a mirror portal flips the screen while the player is still playing. The ball is driven into a series of gravity portals as the music crescendos and notes raise pitch after the mirrored section, designed the same manner as previously.
25–33% (Michigans): Starting in its native key (C minor), the music slows down its frenetic, quick speed and begins a more tranquil part. That's reflected in the level. The pace shifts to normal-speed, and the color palette shifts to gray. The strong flashing pauses. There is a gravity adjustment and an innovative cube sequence with triple spikes. There are flickering candles in the backdrop; thorns are visible once again on the ground; chains support the platforms. Right after the final triple spike, a one-block space narrow ship sequence begins. Ground and top come from spikes. After the spacecraft, there follows a ball pattern similar to the cube before. To reach the platform on top and bottom, the ball will flip over a few one-block gaps created by two spikes. Next is a UFO sequence like to the ship; the key is to click when a player is almost about to strike spikes on the ground. This portion is tougher than the others due of this challenging gameplay. Another cube series follows, with additional triple spikes fashioned the same manner as before and a very tight wave follows, with a flashing red 'MICHIGUN', thereby terminating the 'hallway'.
Between 33 and 42% (Evasium) A twin cube section occurs just before Evasium's portion begins, although just for a moment, therefore extending the grey color scheme. The calm melody of the song keeps on. With spikes and gears allowing the player to travel slightly up and down in a wave-like one-space portion with the backdrop flashing, a half-speed soaring section reveals more designs and thorns. A little lettering stating "Evasium" shows when the spacecraft turns mini halfway through and keeps the same maneuvering technique. Following the ship is a mini-wave, and spikes act as impediments only at the top and bottom of the slopes. The right course followed will be evident when the backdrop flashes. Regular waves follow with gameplay similar to Michigans wave section. Following with quick gravity fluctuations and pink orbs is a normal-sized UFO at normal-speed. The UFO gets tiny, then thorns and a line of pink orbs show up as the music picks up and the drummer emerges. After a spamming portion, the level returns with red and black in triple-speed.
42–54% (Crack): The music changes key, a whole step-up (D minor), but keeps playing the same melody as before just quicker and more urgently. The backdrop becomes blood-red as the player starts a challenging triple-speed-mini-ship scenario. The gameplay includes a demanding and chaotic manoeuvre-flying section rather difficult to fly through. Triple-speed resumption and straight-flying beginnings allow the player to travel through a Clubstep-like 'Monster' with a limited area after a short normal-speed portion with a gravity shift. Then there is a segment where a yellow orb moves within a one-block tube at accelerating pace. Another lengthy triple-speed segment mixing maneuver flying and straight-flying follows later. Like Clubstep, the challenges include a number of "monsters" at different heights where the only safe zone to fly through is the gap between the teeth. There is no need to click; the following cube sequence has challenging timings and begins at half-speed but gains pace providing the player a pause. Before the next section of gameplay, one finds a text stating "Crack".
Starting with an easy triple-speed mini-UFO, the backdrop gets a little lighter and flashes to the rhythm 54-71% (ASonicMen). Gravity and size fluctuate fast; gears allow a one-space gap to move the UFO to the song's notes. All throughout the level are clouds and pulsating circles. Midway the size changes, leaving a split second of double-speed before reverting to triple-speed. A second later, a half-speed instant follows before returning to triple-speed once again. A somewhat simple mini-ball sequence at triple-speed with mostly memory-based gameplay comes next. Here there are more bricks than gears; the platforms employ gray and red with black illumination blocks. The platforms darken and flash brighter to the song's tempo. One section consists of nine blue orbs in a two-block area—akin to certain difficult levels like Silent Clubstep, which need more spamming. Following the spam, "ASONIC" appears as a text in the sky. Following the ball section, the key returns to its original C minor as an auto cube component; the backdrop and object boundaries flash chaotically. Before going back to triple-speed, the conclusion of the auto part provides the player a split-second of half-speed.
Etzer, 71–80%, Following the auto is a challenging triple-speed normal-sized UFO with an other style from the others. The music sounds like that from the first ship section of Catastrophes. It has more embellishments and glow applied, so it is somewhat more artistic. Not too long thereafter, his name appears in block letters. The player has to land on his name, strike a pink orb, then pass through many gravity gates with orbs within. A regular-speed ship scene follows next. There are two blocks to fly through, hence this section is quite simpler. To avoid falling for a prank, players had to descend the gravity portal, land on the bottom covered with false spikes, and keep flying from there. For a second the craft moves at triple-speed and approaches the following part, a triple-speed UFO. Before striking the fourth blue ball within a ship portal, the player had to strike three blue orbs. With the location entirely dark save for the tunnel the player's spacecraft is within, this ship sequence is a somewhat uncomfortable straight-fly toward the bottom. The meme of dying at 79% went across the community.
80 to 88% (Havok) Though this time with orbs inside and outside the blocks, a ball segment follows with the same layout and blocks as Vermillion's ball section. The gameplay is more challenging with a half-speed portal and a mini-portal; furthermore, undetectable platforms and precise time help land. After a second, the action changes triple-speed, and the player has to strike four blue orbs because the trademark "HAVOK" shows up indicating this is his part. An simpler UFO section follows, quickly altering the speed and gravity. For the UFO, sawblades rather than gears are fastened onto the blocks acting as hurdles. The backdrop pulses to the music as arrows lead the player along the proper route. A half-speed regular wave follows. Like in the last wave section of Acropolis, the player must negotiate a one-block straight wave shifting heights here and there. Right before the following section, the backdrop flashes a brighter red once to match the rhythm of the song.
88-93% (Giron): Giron's segment opens with his distinctive 'G' shown just before his gaming starts. It begins as an arduy triple-speed upside-down ship scene. The player has to strike orbs; the flight is erratic with only 1.5 block of space. Should the straight-flying ability be insufficient, a long 1.5-block-straight-fly at normal-size seems to pose a danger to the player during the last notes of the section. The following piece is a half-speed dual including a mini-cube and one normal-sized cube. To not leap with the top cube, the player has to strike successive orbs and the blue one rather gently. Should it pass, the word "GIRON" stands out among all the other blocks because chains link it to the floor and other blocks. About two-fifths of a second, a little non-dual auto finishes the segment and leads the player to the last section of the level.
Following this, the player moves into a challenging half-speed ball portion like to the one in the midst of Catastrophes 93–98%. Red bricks with chains within function as platforms; the words "your blood" are seen fading into view. Following a blue orb needing exact timing comes a one-second UFO with a single leap. It results in a little, brief, upside-down straight-fly that may cause a somewhat frustrating death. The ship segment uses the same style as the ball that comes after it. Once again, time is very critical. Many false blocks arranged in a last-ditch attempt to force the player to fail define the last ball section. At the very end of the ceiling portion comes the moniker "GBoy," derived from blocks.
The last notes include a normal-speed semi-auto cube part, with "GG" printed above the cube and "RIOT" beneath. The player has to leap over one final set of "invisible" triple spikes, which would otherwise cause a highly embarrassing and depressing fail at 98% or 99%. Another path the player may follow is precisely jumping at the conclusion of Ggb0y's section (just after the blue pad), landing the player on top of the 'GG' message, displaying Michigans' name as an Easter egg. The level then finishes with a single heart ornament drifting over the final jump.
Not included in a g Gauntlet, map pack, or Geometry Dash World, Bloodbath is one of the most often downloaded and appreciated levels in the game. Behind Change of Scene[2], the level was chosen the second most beloved level of players in the Geometry Dash 10-Year Anniversary show.
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